draw ordering works now
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ad2346f9ff
commit
f8dd02c072
6 changed files with 159 additions and 46 deletions
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@ -40,10 +40,8 @@ func (d *DebugToast) Draw(screen *ebiten.Image, _ *ebiten.DrawImageOptions) {
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ebitenutil.DebugPrintAt(screen, d.Text, d.Pos.X, d.Pos.Y)
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}
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func (DebugToast) DrawAfter(x Drawer) bool {
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// Always draw on top
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return x != Tombstone{}
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}
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func (DebugToast) DrawAfter(x Drawer) bool { return x != Tombstone{} }
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func (DebugToast) DrawBefore(x Drawer) bool { return x == Tombstone{} }
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func (d *DebugToast) Toast(text string) {
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d.Text = text
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@ -67,7 +65,5 @@ func (p PerfDisplay) Draw(screen *ebiten.Image, _ *ebiten.DrawImageOptions) {
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ebitenutil.DebugPrint(screen, fmt.Sprintf("TPS: %0.2f FPS: %0.2f", ebiten.CurrentTPS(), ebiten.CurrentFPS()))
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}
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func (PerfDisplay) DrawAfter(x Drawer) bool {
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// Always draw on top
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return x != Tombstone{}
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}
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func (PerfDisplay) DrawAfter(x Drawer) bool { return x != Tombstone{} }
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func (PerfDisplay) DrawBefore(x Drawer) bool { return x == Tombstone{} }
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@ -176,7 +176,8 @@ func (g *Game) Update() error {
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}
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// Sort the draw list (on every frame - this isn't as bad as it sounds)
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sort.Stable(g.drawList)
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//sort.Stable(g.drawList)
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sort.Sort(g.drawList)
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// Truncate tombstones from the end.
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for i := len(g.drawList) - 1; i >= 0; i-- {
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if g.drawList[i] == (Tombstone{}) {
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@ -430,13 +431,14 @@ type Tombstone struct{}
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func (Tombstone) Draw(*ebiten.Image, *ebiten.DrawImageOptions) {}
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func (Tombstone) DrawAfter(x Drawer) bool {
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return x != Tombstone{}
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}
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func (Tombstone) DrawAfter(x Drawer) bool { return x != Tombstone{} }
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func (Tombstone) DrawBefore(Drawer) bool { return false }
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type drawList []Drawer
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func (d drawList) Less(i, j int) bool { return d[j].DrawAfter(d[i]) }
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func (d drawList) Less(i, j int) bool {
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return d[i].DrawBefore(d[j]) || d[j].DrawAfter(d[i])
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}
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func (d drawList) Len() int { return len(d) }
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func (d drawList) Swap(i, j int) { d[i], d[j] = d[j], d[i] }
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@ -71,8 +71,9 @@ type Disabler interface {
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// must call Draw on any internal components not known to the engine (i.e. not
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// passed to Game.Register or returned from Scan).
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type Drawer interface {
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Draw(screen *ebiten.Image, opts *ebiten.DrawImageOptions)
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DrawAfter(x Drawer) bool
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Draw(*ebiten.Image, *ebiten.DrawImageOptions)
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DrawAfter(Drawer) bool
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DrawBefore(Drawer) bool
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}
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// Hider components can be hidden.
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@ -43,17 +43,28 @@ func (h *Hidden) Show() { *h = false }
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// ZPosition implements DrawAfter and DrawPosition as a simple Z coordinate.
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type ZPosition int
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// DrawAfter reports if z > x.Z.
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// DrawAfter reports if z >= x.Max.Z.
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func (z ZPosition) DrawAfter(x Drawer) bool {
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switch d := x.(type) {
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case BoundingBoxer:
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return int(z) > d.BoundingBox().Max.Z
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return int(z) >= d.BoundingBox().Max.Z
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case zpositioner:
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return z.zposition() > d.zposition()
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}
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return false
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}
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// DrawBefore reports if z < x.Min.Z.
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func (z ZPosition) DrawBefore(x Drawer) bool {
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switch d := x.(type) {
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case BoundingBoxer:
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return int(z) < d.BoundingBox().Min.Z
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case zpositioner:
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return z.zposition() < d.zposition()
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}
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return false
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}
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func (z ZPosition) zposition() int { return int(z) }
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type zpositioner interface {
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@ -147,31 +147,95 @@ func (p *Prism) Draw(screen *ebiten.Image, opts *ebiten.DrawImageOptions) {
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func (p *Prism) DrawAfter(x Drawer) bool {
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pb := p.BoundingBox()
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switch d := x.(type) {
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case *Prism:
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if p.pos.Z == d.pos.Z {
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return p.pos.Y < d.pos.Y
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}
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return p.pos.Z > d.pos.Z
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case BoundingBoxer:
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xb := d.BoundingBox()
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// Z ?
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if pb.Min.Z >= xb.Max.Z { // p is unambiguously in front
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return true
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}
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if pb.Max.Z <= xb.Min.Z { // p is unambiguously behind
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if pb.Max.Z <= xb.Min.Z { // p is behind x
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/*if _, ok := x.(*Sprite); ok && pb.Min.Y < 0 {
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log.Print("p.DrawAfter: prism is behind sprite")
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}*/
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return false
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}
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// Y ? (NB: up is negative)
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if pb.Max.Y <= xb.Min.Y { // p is above
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if pb.Min.Z >= xb.Max.Z { // p is in front of x
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/*if _, ok := x.(*Sprite); ok && pb.Min.Y < 0 {
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log.Print("p.DrawAfter: prism is in front of sprite")
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}*/
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return true
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}
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if pb.Min.Y >= xb.Max.Y { // p is below
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if pb.Min.Y >= xb.Max.Y { // p is below x
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/*if _, ok := x.(*Sprite); ok && pb.Min.Y < 0 {
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log.Print("p.DrawAfter: prism is below sprite")
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}*/
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return false
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}
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if pb.Max.Y <= xb.Min.Y { // p is above x
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/*if _, ok := x.(*Sprite); ok && pb.Min.Y < 0 {
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log.Print("p.DrawAfter: prism is above sprite")
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}*/
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return true
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}
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// The hexagon special
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if pb.Min.Z+8 >= xb.Max.Z {
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return true
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}
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if pb.Min.Z+8 <= xb.Min.Z {
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return false
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}
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if pb.Min.Z+8 >= xb.Max.Z {
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return true
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}
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case zpositioner:
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return pb.Min.Z > int(d.zposition())
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return pb.Min.Z > int(d.zposition()) // p is after x
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}
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return false
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}
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// DrawBefore reports if the prism should be drawn before x.
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func (p *Prism) DrawBefore(x Drawer) bool {
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pb := p.BoundingBox()
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switch d := x.(type) {
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case *Prism:
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if p.pos.Z == d.pos.Z {
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return p.pos.Y > d.pos.Y
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}
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return p.pos.Z < d.pos.Z
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case BoundingBoxer:
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xb := d.BoundingBox()
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if pb.Min.Z >= xb.Max.Z { // p is in front of x
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/*if _, ok := x.(*Sprite); ok && pb.Min.Y < 0 {
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log.Print("p.DrawBefore: prism is in front of sprite")
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}*/
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return false
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}
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if pb.Max.Z <= xb.Min.Z { // p is behind x
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/*if _, ok := x.(*Sprite); ok && pb.Min.Y < 0 {
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log.Print("p.DrawBefore: prism is behind sprite")
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}*/
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return true
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}
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if pb.Max.Y <= xb.Min.Y { // p is above x
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/*if pb.Min.Y < 0 {
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log.Print("p.DrawBefore: prism is above sprite")
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}*/
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return false
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}
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if pb.Min.Y >= xb.Max.Y { // p is below x
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/*if pb.Min.Y < 0 {
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log.Print("p.DrawBefore: prism is below sprite")
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}*/
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return true
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}
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// The hexagon special
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if pb.Min.Z+8 >= xb.Max.Z {
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return false
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}
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if pb.Min.Z+8 <= xb.Min.Z {
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return true
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}
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case zpositioner:
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return pb.Max.Z < int(d.zposition()) // p is before x
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}
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return false
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}
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@ -39,35 +39,74 @@ func (s *Sprite) Draw(screen *ebiten.Image, opts *ebiten.DrawImageOptions) {
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screen.DrawImage(s.Sheet.SubImage(s.anim.Cell()), opts)
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}
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// DrawAfter reports if the sprite must be drawn after x.
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// DrawAfter reports if the sprite should be drawn after x.
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func (s *Sprite) DrawAfter(x Drawer) bool {
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sb := s.BoundingBox()
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switch d := x.(type) {
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case BoundingBoxer:
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xb := d.BoundingBox()
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// Z ?
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if sb.Min.Z >= xb.Max.Z { // s is unambiguously in front
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return true
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}
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if sb.Max.Z <= xb.Min.Z { // s is unambiguously behind
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if sb.Max.Z <= xb.Min.Z { // s is behind x
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/*if xb.Min.Y < 0 {
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log.Print("s.DrawAfter: sprite is behind prism")
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}*/
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return false
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}
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// Y ? (NB: up is negative)
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if sb.Max.Y <= xb.Min.Y { // s is unambiguously above
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if sb.Min.Z >= xb.Max.Z { // s is in front of x
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/*if xb.Min.Y < 0 {
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log.Print("s.DrawAfter: sprite is in front of prism")
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}*/
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return true
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}
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if sb.Min.Y >= xb.Max.Y { // s is unambiguously below
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if sb.Min.Y >= xb.Max.Y { // s is below x
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/*if xb.Min.Y < 0 {
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log.Print("s.DrawAfter: sprite is below prism")
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}*/
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return false
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}
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// Hexagon special
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if sb.Min.Z > xb.Min.Z+8 {
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if sb.Max.Y <= xb.Min.Y { // s is above x
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/*if xb.Min.Y < 0 {
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log.Print("s.DrawAfter: sprite is above prism")
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}*/
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return true
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}
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if sb.Max.Z < sb.Min.Z+8 {
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return false
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}
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case zpositioner:
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return sb.Min.Z > int(d.zposition())
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return sb.Min.Z > int(d.zposition()) // s is after
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}
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return false
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}
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// DrawBefore reports if the sprite should be drawn before x.
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func (s *Sprite) DrawBefore(x Drawer) bool {
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sb := s.BoundingBox()
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switch d := x.(type) {
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case BoundingBoxer:
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xb := d.BoundingBox()
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if sb.Min.Z >= xb.Max.Z { // s is in front of x
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/*if xb.Min.Y < 0 {
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log.Print("s.DrawBefore: sprite is in front of prism")
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}*/
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return false
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}
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if sb.Max.Z <= xb.Min.Z { // s is behind x
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/*if xb.Min.Y < 0 {
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log.Print("s.DrawBefore: sprite is behind prism")
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}*/
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return true
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}
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if sb.Max.Y <= xb.Min.Y { // s is above x
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/*if xb.Min.Y < 0 {
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log.Print("s.DrawBefore: sprite is above prism")
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}*/
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return false
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}
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if sb.Min.Y >= xb.Max.Y { // s is below x
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/*if xb.Min.Y < 0 {
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log.Print("s.DrawBefore: sprite is below prism")
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}*/
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return true
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}
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case zpositioner:
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return sb.Max.Z < int(d.zposition()) // s is before
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}
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return false
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}
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